Various improvements to various asset formats:
-
We now implement Wavefront OBJ texture options. They are all parsed correctly, and the scale, offset, clamp are actually handled.
We can also generate PBR (physical) materials when reading Wavefront OBJ files. This feature is for now experimental, and you have to toggle global
WavefrontPhongMaterial
inX3DLoadInternalOBJ
unit tofalse
. In effect, we will create X3DPhysicalMaterial
nodes from Wavefront materials, and we’ll usePr
for thePhysicalMaterial.MetallicRoughnessTexture
. See the X3D specification of PhysicalMaterial for details what it implies. -
We now support curve animation for Spine free form deformation. Thanks go to Kagamma (Trung Le) for implementing this!
The testcase is in our demo-models, open
spine/free_form_deformation/exported/skeleton.json
and runhead_curve
animation. -
Fixed important bug on all 3D models that could use automatic normals generation based on creaseAngle (like X3D and Wavefront OBJ by default).
Start the discussion at Castle Game Engine Forum